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glotch

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A member registered Mar 06, 2021 · View creator page →

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(1 edit)

(! spoilers below !)

i'm a total sucker boy for arg's and i think the way you set up a bunch of cohost pages for this was fucking awesome, i loved it. a lot of the posts felt like they were lifted straight from real people!

from a gameplay perspective, though, i think the way qLinearizer was set up was kind of cumbersome, what with the having to trawl through posts and chats and organize them in date order. i actually ended up cheating by looking at the lists in client side js lmao. there was only like one or two chats that i hadn't found legitimately beforehand though, i was mainly just unsure on how to input them. (like whether i should have direct linked to the comment or just the post type shit)

i liked the story, i thought it was a really cool idea with a nice ending. only real gripe is that it felt like the real meat of the story was concentrated in the last few chats with alex and lucy, which felt kinda weird pacing wise. however the sense of mystery with the vague comments and chats as you're uncovering and decoding them in real time was extremely cool and it felt great.

final note: i didn't expect acidjazzed evening and it hit me like a brick. impeccable taste

tl;dr very cool game!!

edit: maybe this should have been a formal review but idk i don't ever use itch. i came here from cohost :P

yeah i don't think the aiming thing is a you issue. i have some trouble with that as well, the default physics of the steamvr framework don't seem very conducive to precise throwing like that (i basically just used their default "throwable" template), but it worked well enough that i didn't see it as a huge issue for the time being. if i update this i'd probably want to write some more in depth physics for the bowling ball, but that was beyond the scope of i what i was willing to do for this initial version. (also i'd probably want to get away from the steamvr limitation in general, having a native rift version without the overhead would be nice for me, being a fellow quest 2 user)

and for the throwing in other lane thing, yeah there's really no reason for it to detect that because it doesn't really make sense to get a score for the other lanes when you're locked in to the one lane. maybe i could let the player choose which lane they want to play in for a future update. the way the code is written, there's only one set of pins that can control the scoring, but that wouldn't be too hard to rewrite hopefully.

thanks for playing the game! it's nice to have some honest constructive feedback.